The Unburned Attic
- Rooms
- 5
- Foes
- 8, CR 4 to 10
- Traps
- 0
- Treasure
- 3,850 gp
At a glance
The threat
Odran Kest, a wrathful ghost, haunts the restored attic and bends the mansion around his memories.
Wandering monsters (1d3)
- 1
The Tray-BearerCR 5
When: A creature walks alone or carries an object taken from the mansion.A headless footman carrying a silent silver tray; it gestures toward the attic before attacking anyone who blocks its path. - 2
The Curtain KnotCR 6
When: A loud noise echoes through the corridors or a door is forced open.A knot of pale hands and torn curtains that moves like a crawling bundle of laundry. - 3
1-2× The Soot HoundCR 7
When: A creature speaks Odran's name while carrying the ledger or signet.A translucent hound with a brass collar and wet, smoking paws.
Rooms
5Rain-Broken Vestibule
What they see
Read aloud
Rain has opened the roof above this vestibule, and blackened plaster lies in drifts across the cracked floor. Three routes lead onward: an archway to the west, a plain door south, and a locked door east that shivers when voices rise.
Features
- A toppled chandelier lies half-buried in plaster.
- The east door bears a brass plaque engraved with a hand and a warning: KEEP THE RECORDS SHUT.
What the GM knows
Monsters
2× Scorched ServantsCR 5
Two translucent house servants in scorched livery, their faces blurred by soot.Tactics. They emerge from the wreckage to grapple intruders and drag them toward the east door, retreating if reduced to half their hit points.Treasure
Servant's Mirror150 gp
A silver-backed hand mirror, tarnished but intact, set with a small blue stone.Notes
The east door opens into and is locked; the south door opens into , and the western archway leads to . A successful Dexterity check with thieves' tools opens the lock. The servants attack anyone who tries to force the east door.
3 doors: E (locked), S (normal), W (archway)
The place
What it is
The lower rooms of this once-grand mansion are buckled, rain-stained, and strewn with plaster, while the rooms above grow unnervingly intact.
Atmosphere
The lower halls smell of wet plaster, soot, and old leaves.
The threat
Odran Kest, a wrathful ghost, haunts the restored attic and bends the mansion around his memories.
History
The house was built by Odran Kest, a wealthy magistrate who wanted a private shrine and a quiet study where he could keep the names of those he had condemned.
Rumors
1d4- 1The mansion's ground floor is open to the rain, but no drop has ever been seen falling through its attic roof.
- 2A servant's voice calls names from the old library, and anyone who answers hears their own name spoken from upstairs.
- 3Odran Kest was a fair magistrate, or so his descendants insist. The people he condemned tell a different story.
- 4A brass key from the entrance opens a door that should have burned shut decades ago.
Plot hooks
3Corridors
3Between and
A strip of carpet runs uphill through the broken ground-floor passage, clean and dry despite the surrounding mold.
The passage beside
Portrait eyes seem to follow travelers; one canvas has been turned toward the wall, and something taps softly from behind it.
North of , beyond its locked door
The staircase toward the attic is polished, with fresh candle wax on its rail. Dust gathers on every stair below it.
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